GGXRD-R2/I-No

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Overview

Overview

I-No is a mixup monster, whose strength lies in her unique Morrigan-style hoverdash that leaves her airborne, allowing her to use her aerial overhead moves very low to the ground. Hoverdash pressure is relentless, painful, and hard to block, with quick overheads, deceptive lows, and delayed or fake overhead strings. On knockdown I-no becomes extremely threatening, as her Note and Vertical Chemical Love YRC can stuff many of the opponent's reversal attempts.

Combined with the natural safe-jumps provided by her hoverdash, she can freely rush in and force some of the safest, easiest, and most dangerous okizeme in the game. With her impressive damage output (especially in the corner), she can very easily take rounds just off a single knockdown.

However, I-no possesses a few crucial weaknesses to offset her stellar setplay, the biggest one of which is her lack of a ground run. While her hoverdash is amazing for high/low mixups, it is stiff for moving and repositioning. Combined with normal attacks that are generally unimpressive for footsies, she can struggle to stay safe at mid range while planning her next approach. Some characters with high, fast pokes can stop her from getting in at all.

I-No has ways around basically any defense thanks to her Horizontal Chemical Love projectile and her low profile Stroke the Big Tree, but those attacks do have clear answers: HCL loses to most airdashes, and Stroke loses to most low pokes. Overall, I-No is an oppressive, explosive character who can always rely on her smothering setplay to run away with entire rounds. Anyone not prepared to stop her is going to pay the price.
Lore:Badass, cruel and sexy. The time traveling rock star witch who seeks violence and the embarrassment of others. Serving "That Man", she continues to tease and harass Sol Badguy, who wants "That Man" six feet under. She is a force to be reckoned with and will murder anyone who gets in her way.
Voice:Kikuko Inoue
Playstyle
I-No is a fragile aerial rushdown character who wrecks the opponent with mind-blending 50/50 mix-ups and low-profile moves.
Pros Cons
  • Hoverdash Mix Game: Powerful high/low mix-up options and cross-up options with the j.D FDC technique. Can be very difficult to keep out even if her opponent guesses right.
  • Oki Queen: Oppressive okizeme tools with the Note projectile and YRC'd Vertical Chemical Love.
  • Great Supers: Longing Desperation is an invincible super that's safe on block. Ultimate Fortissimo is a powerful Air Super that has 0 frames of startup after the super flash and has enough frame advantage to follow with a mixup if blocked.
  • Big Damage: High mid-screen and corner damage without having the need to spend meter.
  • Aerial Escape Denial: High air throw range and has an anti-air command throw that makes it difficult to jump out of I-No's mixup situations.
  • Low Health and Stun: Below average health and poor stun make I-No a glass cannon.
  • Hoverdash Awkwardness: Her unique ground dash makes it hard for I-No to reposition and move without going into the air, which can be painful in certain matchups.
  • Delayed Reversal: I-No's reversal super Longing Desperation goes active 2 frames after the flash, which means it can lose to other invulnerable moves on reaction.

Hover Dash

I-No's dash does not behave like a normal run. I-No's ground dash puts her airborne which allows her to perform high/low mixups without having to actually jump.

Normal Moves

5P

5K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
20 Mid 7 7 12 -7 -

You can poke with this, but the hitbox isn't great. In older GGs this was used as a linker in HCL FRC dash combos, as well as in pressure to set up mixup with TK Dive and 2S. With 2S not hitting low, 2D not leading to very much without spending meter, and TK dive not being a starter anymore, you'll have to learn j.D FDC to make use of mixup out of this move. However, once learned your mixup options improve dramatically. Should also be used from time to time in block strings to avoid being too predictable, and you'll need to combo into it in some situations (such as a j.D FDC mixup out of block pressure) since I-No may push herself out too far to link into 6P against skinny characters like Venom, Zato, I-No, Millia. It's also good for catching back dashes since it has decent range and 7 active frames.

c.S

f.S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
28 Mid 11 8 12 -6 -

In most cases where you would combo into this, you can substitute 5H for more damage. Almost seems useless now that it has been reverted from the AC/+R function of being really slow to start up but really active and good for covering space, with significantly less recovery. Now you get stagger on CH, but they can mash out of the stagger in the same amount of time that the CH used to give, so it's a worthless buff against people that know the matchup and can mash out of stagger. The problem with this move is that at maximum range you can't combo into HCL unless you CH, and on CH you can't really get much more than that (knockdown) unless you spend meter. If they mash out of stagger they can recover quicker than you can dash in for a better punish, so the stagger is worth nearly nothing. They also gave it 2 more active frames, but we're not sure if they replaced recovery frames or were just added in. In most cases where you'd want to poke with this, 2S is a better option because it recovers slightly faster, has more range, and will actually combo into HCL on regular hit more consistently.

5H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
38 Mid 13 4 18 -3 -

Good hitbox, though it's smaller than AC/+R. When spaced right, if you've conditioned the opponent to attack low to try to beat STBT, you can tag them with this for a counter hit. Otherwise, this is a staple combo tool. Patch 1.1 buffed STBT-H, so now that's an excellent move to combo into of when you score CH 5H in or near the corner. As such, the value of 5H (and 2H) as a poke has increased. Also, right around when this move goes active, I-No leaves the ground. You wont be able to dodge most sweeps, but you can dodge moves like Potemkin's Slidehead (on reaction) or Slayer's 2H (on prediction).

2P

2K

2S

2H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
35 Mid 11 2 11 +6 -

Used to frame trap since it's +6 on block. Also has a good hitbox that you can use to fish for counter hits. I-No is low to the ground during this move so you can sometimes crouch under stuff. Hitbox is smaller than AC. Patch 1.1 seems to have removed the 80% prorate, so it's very comparable to 5H in function and utility now. 5H does 3 more damage and can be jump canceled, but 2H recovers faster which leaves it at +6 and puts I-No really close to the ground (I-No is lower to the ground during this move than 2S, and in AC this move was considered low profile).

j.P

j.K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
13 High / Air 5 12 18 - -

5 frame overhead that's used out of a hover dash for mixup. Has a decent hitbox for such a fast move, given that I-No's hitboxes aren't great. Prorates 90%. Trying to land on an opponent's active low hitbox with this move will often lead to I-No being counter hit. It seems that I-No connects with the ground and is considered landing before the hitbox on this move gets close to the floor, so sometimes this can lose to wakeup 6P even when meatied. For reference, when Bedman 'falls asleep' during his idle animation and turns into a regular bed, this move whiffs on him no matter how it's timed or positioned.

j.S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
23 High / Air 8 6 23 - -

Works as an air to air, works as an air to ground. Overhead with no proration that leads to big damage in the corner. Will lose out to most things, so try to stay covered by a note or HCL YRC. It seems that I-No connects with the ground and is considered landing before the hitbox on this move gets all the way to the floor. For reference, when Bedman 'falls asleep' during his idle animation and turns into a regular bed, this move whiffs on him no matter how it's timed or positioned.

j.H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
35 High / Air 12 6 24 - -

I-No sticks her leg down somewhat, so you can sometimes use this to land earlier than normal. In AC/+R you could j.H right out of the start of a hover dash to land immediately for very strong j.K/2K mixup, but with I-No's dash in Xrd you have to stop dashing and start to fall for a few frames. You can also go into j.H in airdash pressure to land early for 2K/throw mixup. Besides this, j.H does great damage and has a lot of range. It can work as an air to ground when spaced correctly.

j.D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
40 High / Air 16 5 20 + 9 After Landing - -

An overhead that alters I-No's air momentum; she'll fall when rising, and float when falling. Used at the end of air block strings before landing for mixup. Can jump cancel for combos or continued block pressure. 16 frames of startup means that any air string you use will leave a gap, so don't get predictable with this mixup or you'll get counter hit. Prorates 80%, but hits pretty hard itself and sets up meterless combos nicely when going into delayed VCL.


Can be faultless defense canceled on startup for the altered momentum effect. This is difficult to do if you have a Burst stocked, but you can jump cancel moves like 5K, c.S, j.S, and even j.D into j.D, then Faultless defense cancel to stay low to the ground for near-instant overheads, or to land and immediately attack low with 2K while they're reacting to your jump. You can also delay the j.D FDC slightly to jump over the opponent for a cross up. In Xrd, j.D FDC removes j.D's 9 frames of landing recovery, so go nuts.

6P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
32 Mid 9 3 21 -10 1~4 Upper Body
5~11 Above Knees

Improved to 1-11 frames invul above the knees. Damage buffed by a few points. Prorate is no longer forced. It's a good anti-air tool, a good ground-to-ground poke, and a staple launcher for combos. Just try not to whiff because it has a lot of recovery frames, and be aware that other players may try to sweep under this move if they know you'll use it. Knocks down on ground hit if you don't combo it into anything. For reference, if you space at max range you can actually safely bait some DPs (like S-VV and Artemis/Bentengari).

6S

6H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
20,45 Mid 5 4(12)8 17 -6 -

The first hit prorates 80%, but the second doesn't. Now causes blow back, and you can't dash cancel this move unless the first hit connects, though you can special cancel it. Really limits I-No's options when using the second hit to fish for an AA Counter Hit. It used to lead to meterless damage and corner push, which was great considering the risk when using this move. Now you push them out too far to get oki, and don't really get a combo. However, this move is still great when attempting to throw as the AA hitbox will catch people who jump away, and now that you can special cancel on block you have options if it's blocked on the ground. Also works in corner combos when you're going to optimize for damage and end with HCL ~ D knockdown. If the 2nd hit catches someone jumping away from your throw in the corner, you can VCL loop for huge damage.

2D

5D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
25 High 26 12 9 -7 -

A little faster than +R, though still slower than AC, and has more recovery. Also has a prorate on top of scaling RISC really hard. It's a grounded overhead, so that's a thing. The horizontal range is surprisingly good, but we have better high/low options. If you're going to use this it's best to take advantage of the range, so use it more like a zoning tool than a mixup tool. You can try to catch people running in under a note or something - in a situation like that, most players are likely to crouch block and get tagged by this. Otherwise, throw it in from time to time in the corner when you're at a distance. Worthless on air hit, so be cautious given the risk of using it. Very active, so you could meaty it on oki for shenanigans and use the unexpected frame advantage to score a counter hit. On YRC is a mid attack. A universal 5D gimmick is to YRC late into startup and hit low or throw. Some buffs to other moves in 1.1 improved the damage you can get from this in the corner.

Universal Mechanics

Ground Throw

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
0,60 Ground Throw: 78750 1 - - +54 -

It's a throw. Throw people from time to time because I-No likes the physical contact. It costs more meter to combo off of now, but the prorate is improved (80% from RC compared to 40% before). In the corner you can for between 143(PO) to 202(CH) damage and still get good oki! Without RCing into a combo it's still great because it causes knockdown and pushes a little bit toward the corner, so you can mix them up again. You can also combo off of this without spending meter if RISC is cranked up to about +64 (training mode % value), which is 14% past flashing.

Air Throw

Dead Angle Attack

Blitz Attack

Special Moves

Antidepressant Scale

214P (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
214P 12×n All 18 Until Corner Total 50 -12 -
j.214P 12×n All 15 Until Corner Until Landing - -

Shoot notes at range to try to force the other player to block so you can get in. Also shoot notes on oki to try to scare the other player into blocking so you can run a mixup. You can control the note with up/down inputs to determine it's vertical position on the screen. Gains extra hits the longer it's on screen, up to a max of 5. Slightly builds RISC in this game.

Sometimes you'll want to end combos with P dive for knockdown to push yourself out far enough for note to hit 3+ times on oki, which means you approach behind your Note (less risk of wakeup reversal or backdash), and also helps your combo damage if your mixup is successful. If you knock the other player down with HCL~D, you may not have enough time to force them to block with note. In such a situation you'll either use another oki method, like VCL YRC, or will have to take a guess with your note to keep them blocking and get your mixup opportunity.

The air version of this move has slightly faster startup and movement speed than the ground version.

Stroke the Big Tree

41236S/H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
41236S 40 Low 20 2 17 ±0 3~19 Above Knees
6~15 Throw
41236H 40 Low 28 2 14 +3 5~27 Above Knees
11~23 Throw

Low profiles. Hits low.

S version staggers on ground hit and can be linked into 5K if close enough. If they don't mash out of stagger fast enough though, you can use this opportunity to knock down or attempt a reset. If you're deep in the corner when you get a CH with this, you can 6P > 5H > IAD combo for unprorated damage, but if you're too far away when STBT-S gets a counter hit you'll still only get knockdown. The CPU absolutely LOVES spamming this move to no end, so use the opportunity to learn how to punish it.

H version knocks down on ground hit and is +3 on block. On counter hit launches ridiculously high mid screen, and you can set up full combos in the corner because it wall splats. It's a very risky move to use given the start up time, but you can low profile under a lot of moves with it. The low profile frames/hurtboxes were buffed in 1.10, and now that you can YRC at any time you can bait all sorts of stuff. STBT YRC into mixup is an effective tool, and the time slow allows you to chase people who jump in fear of throws with an air throw. If you YRC either version during the travel frames, I-no will retain the forward movement of the move in neutral, creating kara throw situations and clever movement techniques in the neutral game. With j.D FDC (you can hide the FD input during the YRC and go for the Stocked-Burst version) you have both an unreactable mixup tool and a way to stomp counter 2D attempts when you STBT-H at mid screen.

Sultry Performance

j.236P/K/S/H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
j.236P 30 High / Air 14 [53] Until Landing 15 - -
j.236K 30 High / Air 13 [52] Until Landing 12 - -
j.236S 30 High / Air 13 [52] Until Landing 14 - -
j.236H 20×3 All 10 [50] 32 10 After Landing - -

Pdive - Travels at a 15 degree angle. Combo tool with plenty of untech time. Can be canceled into an airdash or into specific special moves (more dives or note) after frame 9. If it hits low enough I-No will land and can link into 5H.

Kdive - Travels at a 30 degree angle. Knocks down with plenty of untech time. Prorates 85%. Hits overhead but can't be used as a starter even with RC when it's a ground hit. Damage nerfed to 30 from 35(AC value). Patch 1.1 added a little extra bounce on CH that pushes the opponent closer toward the corner, and you can now combo from ground CH if you spend 50% to RC. Really expensive for a heavily prorated combo (85% + 80% forced from the RC) that you only get on CH, but at least it's there. Now causes a floor bounce when fully charged that you can combo off of. If the fully charged version scores a counter hit, you get the charged properties instead of the CH properties.

Sdive - Travels at a 45 degree angle. Knocks down, but wallbounces on air hit in the corner. Scales RISC by 19 points, prorates by 70%, and can't be used as a starter on a ground hit outside of the corner even with RC. Given the proration and harsh scaling, it's not recommended to RC on air hit for a combo anyway, unless it'll kill. Damage was reduced from 40(AC) to 30. Probably I-No's most nerfed move. Patch 1.1 now causes an extra little bounce on CH that pushes the opponent toward the corner, and if they're already in the corner you'll get the wallbounce. You can RC to combo off of a CH at mid screen, but since this is even more prorated than Kdive and scales harder than Kdive you're going to get crap damage. Now causes tumble when fully charged, and it lasts long enough that you could combo into STBT-H if your timing is spot on. Damage is still ass, but at least there's a reason to charge K and S dive. When a fully charged version scores a CH, you get the charged properties instead of the CH properties.

Hdive - Travels horizontally along the screen. Low damage, but multi hit. Can be used in character specific combos that emphasize meter gain over damage. Also has a use in neutral when you want to take a big risk from just the right distance away. If you catch them off guard and hit them you can sometimes combo, but at this spacing you wont get substantial damage. On CH with perfect spacing you can potentially combo into c.S for a more substantial combo. Usually though, you'll just get knockdown (or they'll tech). If they react too slow to AA you and block, you're safe if you spaced it just right. Great it certain matchups for dealing with certain tools, like SlideHead.

Chemical Love

214K (air OK)~214S (Derivative follow-up)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
214K 35 All 11 10 13+8 After Landing +3 1~Airborne
j.214K 35 All 11 10 12 After Landing - -
214K > 214S 25 All 13 - 9 After Landing - -

  • Airborne on frame 1.

I-No flips and sends out a beam that reaches fairly far horizontally, but can be crouched under. It also leaves you in a counterhit state on recovery, making it very dangerous if the opponent crouches it. The hitbox takes longer to come out starting around max f.S range which can cause some combos to drop (you'll lose the knockdown from HCL).

HCL has a lot of hitstun, which means it can be used in some corner combos, and is very good when YRC'd in neutral. The derivative follow up can be used with both the ground and air versions of this move, but only on hit or block. Knocking down with derivative gives less advantage time for oki than dive knockdown, but being able to confirm a fullscreen poke into any knockdown is pretty good.

Chemical Love (Vertical)

214S (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
214S 40 All 11 11 11+9 After Landing -4 1~Airborne
j.214S 40 All 11 11 8 After Landing - -

  • Airborne on frame 1.
  • Low crushes on frame 2

I-No flips in place and sends out a beam like HCL, except it's vertical (duh).

Hits hard and has little landing recovery, meaning it can be used in corner loops for big damage. When used during active airdash frames, this move will cause I-No to fast fall, which improves follow up options. There's just enough time in I-No's air dash to link j.K > j.S > VCL and still fast fall.

When YRC'd, this VCL is one of the most oppressive oki tools in the game. 11 active frames means that if timed right, the majority of characters can't back dash out without getting hit. If they try to reversal out, you can use the super flash from the YRC to react and FD block as soon as game play resumes. If they commit to blocking, I-No is in the air and can do an overhead or land and immediate low while they're in block stun for an unreactable mixup. If they reversal Blitz and absorb the projectile, I-No can land and throw.

VCL (and VCL YRC) is sometimes used as a reversal because of its low crush properties, but well timed meaty lows will counterhit I-No on frame 1.

Sterilization Method

214H (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
214H 0,60 Air Throw: 227500 19 4 Total 26+3 After Landing - 1~9 Above Knees
10~22 Upper body
13~Airborne
17~22 Throw
j.214H 0,60 Air Throw: 227500 6 6 8 After Landing - 1~11 Upper Body
4~11 Throw

The ground version is an air unblockable rather than a true throw (it can be blitzed and can't throw burst) but the air version is an actual throw. Resets jump options on hit and has enough untech time to set up a combo. Forced prorate 60%.

Upper body invincible, which makes it a good anti-air if you can predict your opponent's jump. This can also abuse her incredibly powerful YRC OS. Make sure you work on your tech traps!

Overdrives

Longing Desperation

632146H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
50×3
[62×3]
Mid 7+2 20 10 +1 1~13 Strike
[1~13 All]

Frame 1~13 Strike Invul. Starts 2 frames after the flash so it's possible to FD, or even beat it clean with an uppercut (Volcanic Viper) or some low profile moves (Grand Viper). Longing Desperation can be thrown, but throwing it on reaction is hard when it's used as a reversal because of throw invulnerability when waking up. Safe on block even if instant blocked.

It can be used as a combo finisher or starter, but Ultimate Fortissimo is a better option for that due to its higher base damage and better initial scaling. However, Longing Desperation can be done on the ground, unlike Ultimate Fortissimo, so it can be worthwhile to use Longing Desperation for better damage off a grounded low starter.

Ultimate Fortissimo

j.2363214S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
50×3 Mid 7+0 7 16 - 1~7 Strike

A strong contender for the game's best super: starts and extends combos, and is frame 0 after super flash. It's also plus on block just in case your opponent somehow managed to block it.

Because the invuln only covers the startup, Fortissimo will trade with or lose to most 6P attacks (on paper, anyway) and will lose to other reversals depending on timing and how much invuln they have. It's pretty much guaranteed to lose to uppercuts like Vapor Thrust and Volcanic Viper, though it may beat other supers if it goes second.

Instant Kill

Megalomania

in IK mode: 236236H

External References

Navigation

I-No
Ambox notice.png To edit frame data, edit values in GGXRD-R2/I-No/Data.